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The book provides rules for Weapons Mastery, a type of weapon specialization and proficiency, where the character rises from a Novice to the rank of Grand Master. There is also a table listing all weapons in the D&D game, including any usage restrictions (such as being two-handed, or only for melee), costs, weights, how much damage at each ...
Presents information for characters from levels 26 thought 36. It introduces the mystic class (similar to the modern monk class), adds spells, adds to the available range of attack ranks that are meant for demihuman characters, and provides rules for weapons mastery. Included a 32-page Master Player's Book and a 64-page Master DM's Book. TSR 1021
Gun H(e)aven 3 Weapon Cards (SR4A Stats) These 33 weapon cards feature guns first seen in the recently released Gun H(e)aven 3. 26S0405: PDF only: 5th: 2013-12-27: 2075 [5] Gun H(e)aven 3 Weapon Cards (SR5 Stats) These 33 weapon cards feature guns first seen in the recently released Gun H(e)aven 3. 26104: 978-1-936876-11-2: 4th: 2011-09-14 ...
The first section of the book is concerned with mundane weapons and armor. It introduces many new weapons, such as the Gyrspike, a sword with a spiked ball attached to the hilt by a chain. As well, the section lists the different weapons used throughout the different cultures and time periods, and the names they were known by.
The book includes new weapons, and revised information on maximum character levels for non-human player characters. [4] Unearthed Arcana details the weapon specialization rules, in which a fighter or ranger "can adopt a weapon as a special arm, and receive bonuses in its use". [ 5 ]
Iron Heroes implements a novel "feat mastery" system, with the inclusion of more advanced feats that build off the core ability. Each class is given access to different feat masteries to a greater or lesser extent; an archer will have greater access to masteries related to ranged combat, while a berserker will have greater access to masteries related to melee weapons that take advantage of a ...
Chapter Seven (pages 112-135) details weapon proficiency and mastery. Chapter Eight (pages 136-141) provides five new schools of magic. Chapter Nine (pages 142-175) details psionics in the Player's Option system. An appendix (pages 178-187) compiles the tables presented in this book. Pages 188-192 are an index to the book.
Includes new perks, skills, techniques, styles, weapons, and extended combat and injury rules, as well as history on the martial arts, pregenerated NPCs, and ideas for martial-arts campaigns. GURPS Mass Combat [ 13 ] [ 14 ] (PDF), by David Pulver